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Darkened Forest Form was a spell that initially underwhelmed before I warmed up to the sheer versatility it had on a class that specializes in the very idea of flexibility. My only standing issue is that it feels underwhelming once you cease gaining heightened benefits, namely at rank 8, 9, and 10. Up until then it seems like a great focus spell option for any animist that has it primarily attuned. It feels like adding Monstrosity form mostly fits the theme while patching rank 8 and 9 - does it make sense to anyone else to add those as options? Or do we know of any battle form spell changes that might make these heightenings unnecessary? I could see a high level feat adding the spell to the options as well, especially if it was wandering (I believe the other two feats related to the focus spell are not).
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Syndosis wrote:
Resistance to all damage applies to each damage type individually. Resistance rules wrote: It’s possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. The bludgeoning and cold would be from the same instance, and each would be reduced. Yes, it is very strong.
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Dragonhearthx wrote: So a dex paladin? The Bulwark Plate trait on some of the heavy armors should be sufficient for going with a Strength build, but I would still keep your Wis high despite being a Cha secondary class. If you want to be the one soaking damage, going with the Shield feats can help keep yourself alive but a reach weapon and standing behind allies to more reliably use your champion reaction is very strong for damage mitigation as well. A Paladin with a reach weapon (I like the Long Hammer for the critical specialization effect) and Ranged Reprisal can give you a large range of retaliation. Divine Grace can improve your saving throws reliably as well to ensure you are pretty much always making use of your reaction. Dex Paladin (range or finesse) works well, too. Your AC might be a single value lower but you can more reliably succeed on Dex saves and have better Stealth.
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I think the Good champion reactions will be quite impactful in a high lethality game. They add a very high amount of durability to your party - and you can be plenty tanky yourself with good AC scaling and by focusing on your save stats.
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Romão98 wrote: Can't wait to see more on the remaster panel! One of the questions I'm going to ask is related to lifting heavy objects. I always thought it depended on the bulk rules, but here and there I see the game suggesting this would be a check, but I don't find anything about it in the core rulebook. That text exists on the Belt of Giant Strength. This feels like a soft combination of that belt and the Titan's Grasp apex gloves.
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pixierose wrote:
Text is a bit small, yeah. An adamantine dragon paired with a plant one could be very cool. The Zomok is very interesting and I could see that expanding into a full core dragon type, even.Definitely fits the Primal theme and making the dragons more connected to the magic traditions.
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Funny that the tag in the center of the image says "Arcane Dragon" when it is a Divine one, but seems like a copy paste error from a previous design doc? Either way, looks great. Is there a higher res version of the concept art? Would love to be able to zoom in and get the details clearly.
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James Jacobs wrote:
That's exactly what a nefarious T-rex pretending to be a human would say!
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magnuskn wrote:
In my home game I attempted to rectify this by making Xanderghul much, much more insidious and actively evil. But I do agree that he could have been developed further and pose a greater threat - or seen a chance at redemption.
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magnuskn wrote:
Alaznist was also dealt with prior to Pathfinder 2E despite appearing on the GMG 2e cover, so I'm guessing it will be much the same in this case.
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The Long Hammer is another exciting option similar to the Bec de Corbin. It does not have the shove trait, but it does have trip as a similar alternative. The trait that intrigues me with the long hammer though is brace. Brace gives you a damage bonus on all Strikes with the hammer after readying an action to Strike with it. This damage bonus applies regardless of if you use the readied Strike or not. While this won't give a ton of value early on, I am intrigued by using it once you've picked up the champion feat Divine Reflexes, which gives you another reaction each round that can only be used for your champion reaction. That means if you find yourself in an advantageous position and want to force melee enemies to approach you, you can spend two actions to Ready an action to Strike a creature entering your reach. If a creature moves up, you can use your readied actions to swing at them once with your usual reaction and then a second time with Retributive Strike if they damage an ally in range, with both of these attacks gaining bonus damage from Brace. It might be a rare circumstance that you want to make use of the brace trait, but I find it a compelling tactical idea. Oh and on top of that, I personally prefer the hammer critical specialization over the polearm, but the polearms maneuvering on critical hits can be very powerful when playing a defender character.
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pixierose wrote:
There are some ooze items as well, but my favorite is an Ooze Farm as an example of a Garden of Wonder.
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Themetricsystem wrote:
I don't think you need to invest at daily preparation unless I missed text on the bandolier itself. While you can carry over investments at daily preparation, you can just let your investment end, make your bombs and slap them onto the bandolier, and then invest into the bandolier (which probably only takes a few actions or minutes).
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You could argue that a Fearsome Rune does lower damage by opportunity cost of having a damage-increasing rune in its place, but it's more complicated than that, really. In the end, the question to me is if it is healthy to add a required item like the Thrower's Bandolier for bombs to "work optimally" (and you could argue that throwing weapons had this problem with the returning rune before).
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keftiu wrote:
It is under shield. It is a +1 AC shield with a versatile S shield spike. There might be some additional upsides with integrated trait but that isn't revealed yet. There is a specific magic shield klar that is pretty neat - it repairs itself from nearby bleeding as a free action.
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M4R-T3N wrote:
I believe that the Glossidex is correct and the intention is that a roll of a 15 is a critical failure for a DC 25. The reason the text hasn't been changed on page 630 is because that is the correct ruling, and page 10 and 445 are simply describing the same with somewhat ambiguous wording.
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Cordell Kintner wrote: Treasure Vault is right around the corner, and I'm sure they will put new feats or rules in that will expand access to weapons. After all, it would suck if old classes couldn't use all those shiny new weapons now would it? While that would be nice, we haven't seen anything (yet) to imply that will be the case. We can hope, but it seems very optimistic to me.
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Gortle wrote:
Yes, you definitely want a reaction that is (fairly) reliable. For my wrestler dragon barbarian, that's Shield Block for now and Embrace in the later levels. I'll definitely regret not having AoO here and there, but at least I'll have something to do off-turn. If you are going Animal Skin and prioritizing AC anyway, grabbing Shield Block is solid.
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If I understand the question, Perpetual Breadth grants you the ability to add one (or two if you select your own research field) item to your Perpetual Infusions, and then repeating with Perpetual Potency and Perpetual Perfection. I don't believe Perpetual Infusion changed how many you know with the fourth errata.
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Gortle wrote:
You get that theoretical AC bump from being expert in unarmored before at level 6, but it puts pressure on your stats to have 16 Dex by then. Then, when armor proficiency catches up, you get that +1 bump to the base item bonus. In the end, you are +2 to AC over armored at levels 6 - 12, and then +1 over at 13+. Even if you start with Dex 12, Animal Skin can be worth it at level 6 but it is costing you a feat.
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Atalius wrote:
Starting with a 14 Dex so that you are Animal Skin AC capped at level 6 sounds good to me, personally. And you still might want to continue boosting Dex beyond that to help cover pre-rage AC and Reflex saves. This seems like a good array of you aren't planning on taking Raging Intimidation.
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Ched Greyfell wrote:
It has been property updated as of just over an hour ago; I would try again.
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Hilary Moon Murphy wrote:
Well I think for most Warpriests, this was a non-change. But it does prevent awkwardness of clerics falling behind on Escaping when compares to every other class in the game, which is good.
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breithauptclan wrote:
Sure - but once you look at Uncommon there are "strict upgrades" ignoring heritages and feats once more, like Orcs with extra HP and darkvision. Again, it's a false equivalence due to ancestry feats and heritage options, and humans are also more flexible with languages. But this argument was already a bit faulty when you were already going to boost something like Strength on a human character and compare to the orc.
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breithauptclan wrote:
Well, humans have no other benefits (like the extra language gnomes get, darkvision or low-light vision, keen senses, etc). This used to be made up for potentially by their flexible boosts, but now it's really just their feats and heritages.
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The art is really phenomenal.
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JiCi wrote:
By cast per day, you mean prepare, yes? Cantrips are not expended when cast, meaning they are at will each day. Archetypes like the Wizard dedication can get you more, as well as a familiar ability for one. Ancestry heritages and feats can often add more as well, but they are often Charisma based in that case.
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